Remove all Minions and Lairs from the Board. Remove all rules in section XIX (pertaining to Minions and Lairs).
If a ? Box remains unopened on the board for 5 consecutive days (120 hours), the ? Box is opened, and the Dark Lord gets the item inside. If there are currently any sell requests on the Public Market for that item, the Dark Lord will submit a sell request on that item, with a price equal to $1 less than the current lowest price of all sell requests for that item. When that sell request is fulfilled, the money paid for it goes into the Bank Account of Terror.
Create a new item: Soul Gem. Soul Gems come in two states: Charged and Uncharged (both with frequency 0). For each Imping Stick and Imp-in-the-Box that a player has, that player gets an Uncharged Soul Gem. Remove Imping Sticks and Imp-in-the-Boxes from the game. While at The Dark Lord's Shop of Terror, players may now trade in 2 Wilt Shrooms for an Uncharged Soul Gem (instead of for Imp-in-the-Boxes), and 5 Moldy Mushes for a Magic Mining Pick (instead of for Imping Sticks).
If a player has any Uncharged Soul Gems when a unit is killed on the same square as or an adjacent square to the player, one of the player's Uncharged Soul Gems becomes Charged (one for each unit killed).
If a player who uses an Uncharged Soul Gem also has a Ghost, the Uncharged Soul Gem becomes Charged and the player loses the Ghost. If the player does not have a Ghost when using an Uncharged Soul Gem, it has no effect.
A player who has a Charged Soul Gem may use it to cause a building on the square that they occupy to lose 200 Hit Points.
The player selects (the player's level divided by 2, rounded up) units or buildings on their current square. (If there are less than that many units or buildings on that square, it affects all of them.) Fire Flower then acts as an Attack doing 30 damage, following the standard rules of the Attack command, including armor. If a Wall is present, no units are selected and the fire flower instead does 30 non-attack damage to the Wall.
Every hour on the hour one unit or building which is cooling down will have its cool down ended.
Every Saturday at midnight GMT the Dark Lords Shop of Terror will have its location changed to a different random square on the board.
Squares may only contain a single railway. If as this proposal is implemented a square contains more then one railroad then all but one of those railways will be destroyed and the owner of the destroyed railways will be refunded $500 for each destroyed railway.
A player is said to "hold" a square if they own at least one unit or building on that square.
A player is said to "own" a square if they posses at least one building on that square.
A square is considered "safe" if the owner of the square also owns all the squares adjacent to it.
Experience Fairy:
The experience fairy is a strange entity capable of very quickly learning players but good. Every Sunday at noon GMT the Experience Fairy will appear on the board at a random square. The first player to go to the same square as the Experience Fairy and perform the "Receive Teaching" action gains 25 experience. After one player has done the "Receive Teaching" action the Experience Fairy goes back to his realm in the sky. If no one performs the "Receive Training" within 1 day of the Fairy coming then the Fairy returns back to his realm.
Unit: Zealot
Maximum hit points: 70
Attack strength: 20
Attack range: 1
Armor: 3
Speed: 11
Enchantment: Bloodlust
Duration: 1 day
Can be issued to: Mesmer
Cool down time: 3 days
Effect: The player selects a target unit on the Mesmer's current square or an adjancent square, and that unit is enchanted with Bloodlust. When a unit enchanted with Bloodlust attacks another unit, the defending unit is considered to have an armor value of 0 for the purposes of that attack.
Enchantment: Holy Shield
Duration: 2 days
Can be issued to: Monk
Cool down time: 3 days
Effect: The player selects a target unit on the Monk's current square or an adjancent square, and that unit is enchanted with Holy Shield. When a unit enchanted with Holy Shield is attacked, the unit is considered to have an armor value of triple what it normally would be for the purposes of that attack.
Special case: If a unit enchanted with Bloodlust attacks a unit enchanted with Holy Shield, then neither Bloodlust nor Holy Shield will take effect for that attack, and the defending unit defends with its normal armor value.
Building: Refinery
Maximum Hit Points: 300
Attack Strength: 0
Attack Range: 0
Armor: 10
Notes: When an SCV is issued the Mine command while occupying the same square as a Refinery, the player who owns the SCV gets an additional $50 which is not deducted from the resources of the square (as with Super Mining). A square may only contain one Refinery.
Command: Build Refinery
Can be Issued to: SCV
Cool down time: 2 days
Effect: The player pays $750 and receives a Refinery on the square containing the SCV.
Command: Refine Goods
Can be Issued to: Refinery, SCV (the SCV to which this command is issued must occupy the same square as a Refinery)
Cool down time: 2 days
Effect: The player chooses between $10 and $1000 to pay when issuing this command. When the unit/building to which this command is issued finishes cooling down, that player receives 110% of the money they chose when issuing the command.
Building: Refinery
Maximum Hit Points: 300
Attack Strength: 0
Attack Range: 0
Armor: 10
Notes: When an SCV is issued the Mine command while occupying the same square as a Refinery, the player who owns the SCV gets an additional $50 which is not deducted from the resources of the square (as with Super Mining). A square may only contain one Refinery.
Command: Build Refinery
Can be Issued to: SCV
Cool down time: 2 days
Effect: The player pays $750 and receives a Refinery on the square containing the SCV.
Command: Refine Goods
Can be Issued to: Refinery, SCV
Cool down time: 2 days
Effect: The player chooses between $10 and $1000 to pay when issuing this command. When the unit/building to which this command is issued finishes cooling down, that player receives 110% of the money they chose when issuing the command.
Command: Overload
Can be Issued to: Mesmer
Cool Down Time: 3 days
Effect: The player may select another unit owned by that player and occupying the same square as this Mesmer (not the unit to which this command is issued). That unit loses 10 hit points and stops cooling down.
Squares may only contain a single railway. If as this proposal is implemented a square contains more then all but one of those railways will be destroyed and the owner of the destroyed railways will be refunded $500 for each destroyed railway.
A player is said to "occupy" a square if they own at least one unit or building on that square.
A player is said to "own" a square if they posses at least one building on that square.
A square is considered "safe" if the owner of the square also owns all the squares adjacent to it.
New Building:
Name: Bean Counter's Office (or BCO for short)
Max Hit Points: 200
Attack Strength: 0
Attack Range: 0
Armor: 0
Special: The Bean Counter's Office ignores the effect of walls. That is units may attack it even if it is at a square with a wall. (Everybody hates taxes.)
Special 2: A player may only own a single Bean Counter's Office.
New Command:
Name: Collect Taxes
Enchantment: No
Duration: N/A
Can Be Issued To: Bean Counter's Office
Cool down: 7 days
Effect: The player is paid money according to the buildings they own. They are paid $50 for each railway they own. Then issuer is paid $200 for each safe square they own.
New Command:
Name: Build BCO
Enchantment: No
Duration: N/A
Can Be Issued To: SCV
Cool Down Time: 4 days
Effect: The issuer pays $1000. The issuer gains a new Bean Counter's Office at the square the issuee is at.
New Command:
Name: Final Fortune
Enchantment: Yes
Duration: 1 hour
Can be issued to: Mesmer's
Cooldown: 1 day
Effect: The player targets a unit owned by the same player as owns the issuee and which is on the same square as the Mesmer. The target immediately ends its cool down, but is enchanted by Final Fortune. When Final Fortune ends the unit is destroyed. If a Mesmer casts Final Fortune on itself then the order of events is as follows: Issuing the command causes any effects which trigger off issuing commands to trigger, then the Mesmer has its cool down ended, then the Mesmer begins a new cool down for casting Final Fortune.
New Command:
Name: Final Fortune
Enchantment: Yes
Duration: 1 hour
Can be issued to: Mesmer's
Cooldown: 1 day
Effect: The player targets a unit on the same square as the mesmer. The target immediately ends its cool down, but is enchanted by Final Fortune. When final fortune ends the unit is destroyed. If a mesmer casts Final Fortune on itself then the order of events is as follows: Issuing the command causes any effects which trigger off issuing commands to trigger, then the Mesmer has its cool down ended, then the mesmer begins a new cool down for casting Final Fortune.
Unit: Transport
Initial/Max Hit Points: 90
Attack Strength: 0
Attack Range: 1
Armor: 5
Speed: 30
Notes: May carry a Load of up to 3 units. If a Transport is destroyed, all units inside the Transport are also destroyed. Whenever a Transport moves [or teleports or quick moves--these are considered moving as well for this intent], all units within it move with it.
Command: Load
Can be issued to: Transport
Cool down time: None
Effect: The player selects a non-Transport unit on the space containing this Transport. That unit is "Loaded" onto the Transport. While Loaded onto a Transport, a Unit may not perform any commands or be targetted by any commands [or enchanments]. A list of all units loaded onto a Transport will be listed with the Transport. A unit can not be inside more than one Transport.
Command: Unload
Can be issued to: Transport
Cool down time: None
Effect: The player selects a Unit inside the current Transport. That unit is removed from the Transport and placed on the square containing the Transport.
Command: Quick Move
Can be issued to: Any unit with a Speed greater than 15.
Cool down time: 30 days divided by the Speed of the unit.
Effect: The player chooses a square with a distance of 3 from the square the unit is currently on, that has a clear movement path available to it. A clear movement path means that all spaces between the starting space and the ending space contain units owned by that player or contain no units. [Worded bad, but I hope my point got across.]
Unit: Transport
Initial/Max Hit Points: 90
Attack Strength: 0
Attack Range: 1
Armor: 5
Speed: 30
Notes: May carry a Load of up to 3 units. If a Transport is destroyed, all units inside the Transport are also destroyed.
Command: Load
Can be issued to: Transport
Cool down time: None
Effect: The player selects a non-Transport unit on the space containing this Transport. That unit is "Loaded" onto the Transport. While Loaded onto a Transport, a Unit may not perform any commands. A list of all units loaded onto a Transport will be listed with the Transport.
Command: Unload
Can be issued to: Transport
Cool down time: None
Effect: The player selects a Unit inside the current Transport. That unit is removed from the Transport and placed on the square containing the Transport.
Laser Howitzer:
Unit: Laser Howitzer
Initial hit points: 150
Attack Strength: 100 against buildings, 15 against units
Attack Range: 2
Armor: 5
Speed: 5
Commands: can be issued the attack, move, and bombard (see below) commands.
Command: Upgrade to Laser Howitzer
Can be issued to: Warrior
Cool down time: 2 days
Effect: The issuer pays $1000 and the issuee becomes a Laser Howitzer.
Command: Bombard
Can be issued to: Laser Howitzer
Cool Down time: 1 day
Effect: Select a square within the range of the issuee, the issuee deals 30 damage to each building in the square ignoring armor and walls.
Whenever a player spends money to gain a building, gain a unit, or change the type of a unit (for example when upgrading Warrior to Monk), they will be given a 10% chance to have the money they spent refunded.
Command: Start seige
Can be issued to: Any unit with attack strength > 0
Cool down time: 1 day
Effect:
A unit given this command will be considered seiging
If any square is surrounded on all four sides(north, south, east and west) by seiging units of single player that does not own the square, it will be considered under seige.
A player owned square that does not contain buildings may not be put under seige.
An unowned square may not be put under seige.
Any unit that moves after given the start seige command will no longer be considered seiging.
A square under seige will be given a seige timer starting from the time all four surrounding squares have at least one seiging unit on them.
The max value of the seige timer will be set from the a formula of:
The max value of the seige timer in days equals the product of the number of buildings in the square under seige and three, divided by the number of units in the square under seige.
or
(max value of seige timer in days) = ( (the number of the buildings in the square under seige)*3 ) / (the number of units in the square under seige)
If there are no units in the square under seige, the max value of the seige timer in days is set at the number of buildings.
or
If (number of units in the square under seige) < 1 then (max value of seige timer in days) = (number of buildings in square under seige)
The seige timer will reset to the max value if at any time any of the four surrounding squares no longer has a sieging unit on them. The square will no longer be considered under seige.
If the seige timer reaches zero, all of the buildings on the square under seige transfer ownership to the player who owns the units that surround the square under seige. Units will be handled the following way:
Any units remaining on a square under seige after the seige timer reaches zero will have a:
80% chance of being destroyed,
10% chance of transfering ownership to the player who owns the units that surround the square under seige.
10% chance of jumping immediately to the nearest unowned square. If more than one unowned square is the same distance from the unit, one will be picked randomly.
Command: Start seige
Can be issued to: Any unit with attack strength > 0
Cool down time: 1 day
Effect:
A unit given this command will be considered seiging
If any square is surrounded on all four sides(north, south, east and west) by seiging units of single player that does not own the square, it will be
considered under seige.
A player owned square that does not contain buildings may not be put under seige.
An unowned square may not be put under seige.
Any unit that moves after given the start seige command will no longer be considered seiging.
A square under seige will be given a seige timer starting from the time all four surrounding squares have at least one seiging unit on them.
The max value of the seige timer will be set from the a formula of:
The max value of the seige timer in days equals the product of the number of buildings in the square under seige and three, divided by the number of
units in the square under seige.
or
(max value of seige timer in days) = ( (the number of the buildings in the square under seige)*3 ) / (the number of units in the square under seige)
If there are no units in the square under seige, the max value of the seige timer in days is set at the number of buildings.
or
If (number of units in the square under seige) < 1 then (max value of seige timer in days) = (number of buildings in square under seige)
The seige timer will reset to the max value if at any time any of the four surrounding squares no longer has a sieging unit on them. The square will no
longer be considered under seige.
If the seige timer reaches zero, all of the buildings on the square under seige transfer ownership to the player who owns the units that surround the square
under seige. Units will be handled the following way:
Any units remaining on a square under seige after the seige timer reaches zero will have a:
80% chance of being destroyed,
10% chance of transfering ownership to the player who owns the units that surround the square under seige.
10% chance of jumping immediately to the nearest unowned square. If more than one unowned square is the same distance from the unit, one will
Purchase value is defined as the cost of a unit or building and is assigned the variable PV. Upgrade value is defined as total cost of all unit or building upgrades on a single unit or building and is assigned the variable UV.
Total value is assigned the variable TV.
TV=UV+PV.
Hit points are assigned the variable hp, maximum hit points are assigned the variable mhp, and current hit points are assigned the variable chp.
Current value is assigned the variable V.
V=TV(chp/mhp). V is rounded to the nearest whole dollar.
If V<=TV*.25, V=0.
If a player defeats an enemy unit or building, that player receives a sum of money equal to 25% of the defeated unit or building's total value regardless of current value.
A player may choose to recall a unit at any time and receive a sum equal to that unit's current value rounded to the nearest whole dollar. A recalled unit is completely removed from play. Units "cooling down" may not be recalled. Buildings may not be recalled at any time.
Purchase value is defined as the cost of a unit or building and is assigned the variable PV. Upgrade value is defined as total cost of all unit or building upgrades on a single unit or building and is assigned the variable UV.
Total value is assigned the variable TV.
TV=UV+PV.
Hit points are assigned the variable hp, maximum hit points are assigned the variable mhp, and current hit points are assigned the variable chp.
Current value is assigned the variable V.
V=TV(chp/mhp). V is rounded to the nearest whole dollar.
If V<=TV*.25, V=0.
If a player defeats an enemy unit or building, that player receives a sum of money equal to 25% of the defeated unit or building's total value and cannot be influenced by current value.
A player may choose to recall a unit at any time and receive a sum equal to that unit's current value rounded to the nearest whole dollar. A recalled unit is completely removed from play. Units "cooling down" may not be recalled. Buildings may not be recalled at any time.
Multi-part proposals:
This is a modification to rules IX.1 through IX.10, I've included the .5 numbered rules so that the numbering remains consistent with the current version, Jeff feel free of course to reorganize these rules as you see fit.
1. A player may make a proposal at any time, provided that player does not currently have any proposals in the game that have "Voting" status and that player is not dead.
1.5 Proposals may include BB Code. A proposal may include multiple parts as marked with the BB Code tags [part] and [/part] (hereafter called part tags), the text designated by part tags is called a part. If a proposal includes a part tag then all of the text of the proposal (with the exception of the tags themselves) must be contained within part tags. If a proposal does not include any part tags at all then the entire proposal is considered a single part as if the proposal began with [part] and ended with [/part]. Therefore proposals will always consist of one or more proposal parts.
2. A proposal part is one of the following:
- The addition of a new rule
- The deletion of an existing rule
- The modification of an existing rule
- A change to the game state which does not necessarily fit into one of the above categories
3. No proposal part may make any reference to a characteristic of a player if that characteristic is immutable within the set of rules at the time the proposal part is accepted, ignoring the fact that rules may change in the future.
4. No proposal part may have retroactive application or take effect earlier than the moment it is implemented.
5. When a proposal is made, it is given "Voting" status.
5.5 While a proposal is in Voting status players may select either "Yes" or "No" for their vote for each part of the proposal, though they may abstain if they so desire. They may vote Yes on some parts and No on others. If after voting a player changes their mind they may retract their vote and re-vote. At no time may any player have more then 1 vote on any single proposal part.
6. 120 hours (5 days) after a proposal is made, if any of its proposal parts has more Yes votes than No votes, the proposal is accepted and moved into "Pending" status. If a proposal is accepted then those parts of the proposal that received more Yes Votes then No Votes are organized into a section called Accepted and will be later implemented by Admin at his discretion and become part of the official rules at that time. Those parts of the proposal that did not receive more Yes Votes then No Votes will be organized into a section called Rejected and will neither be implemented or become part of the rules, but will remain with the proposal for future reference. If no part of the proposal received more Yes votes than No votes, the proposal is rejected and is moved into "Dead" status.
6.5 The Admin will give a minimum of 3 days notice to the players of the time when the proposal will be implemented and become part of the rules.
7. Once a "Pending" proposal has been implemented into the rules by the Admin, it is switched to "Dead" status.
8. Once voting on a proposal has been completed, the number of players who voted "Yes" and "No" on each of the proposal's parts will be made public, however, each individual player's vote will not be revealed.
9. A proposal that is in "Voting" status may be retracted by the player who made it, providing that player is not dead. Retracting a proposal immediately puts it in "Dead" status. Note: if you retract a proposal you retract all parts of the proposal.
10. The Admin has the right to refuse to implement any proposal part that in his opinion is discriminatory, paradoxical, infeasible to implement, or destructive of gameplay.
Example of a Multi-part proposal:
[part]All players will be given $100.[/part]
[part]The board's size will be increased to 60 squares.[/part]
[part]This is a paradox.[/part]
This would indicate a single proposal with three parts. If you like the getting $100 and the board size increase you could vote for only those sections. Since the third part is a paradox you probably wouldn't like it and would therefore vote against it. Assuming a majority of voting players did this then the first two sections would become part of the rules and be implemented while the third part would not.
I see this proposal as being particularly valuable in that it will allow people to declare multiple units/building/commands at the same time while allowing people to vote for only those elements that they like.
Name: Invader
Initial hitpoints: 30
Attack strength: 10
Attack range: 0
Speed: 10
- Invaders are not effected by rule XII.6 and they may attack units in the same square as walls.
And a new command:
Name: Recruit Invader
Can be issued to: Fort
Cool down time: 4 days
Effect: The player pays $600, receives a Invader on the square containing the Fort.
(So, basically, its a weaker unupgradable warrior that can move into enemy territory. Hopefully, this should reduce the problem of long range unit turtling, if we ever get any.)
Name: Invader
Initial hitpoints: 30
Attack strength: 10
Attack range: 0
Speed: 10
- Invaders are not effected by rule XII.6. (Invaders can move into enemy territory)
And a new command:
Name: Recruit Invader
Can be issued to: Fort
Cool down time: 4 days
Effect: The player pays $600, receives a Warrior on the square containing the Fort
(So, basically, its a weaker unupgradable warrior that can move into enemy territory. Hopefully, this should reduce the problem of long range unit turtling, if we ever get any.)
The term "recall" shall be defined as an action by which non-defeated and non-destroyed units are removed from play as the result of an action; units defeated in battle are not said to be recalled, and the owner shall not receive any rights, benefits, or priveleges associated with a recall. When a unit is recalled, the unit's owner shall immediately receive a sum of money equal to the value of each unit multiplied by the percentage of hit points remaining; this total shall be rounded to the nearest whole dollar.
If a player lands on a square with any number of units owned by another player by virtue of a roll of dice, said player may choose to seize control of that square if and only if said player does not own any units on any square on the board and also posesses more money than the current occupant of the square e landed on in the aforementioned manner. This action shall henceforth be known as "right of seizure," or more simply, a "seizure." "Seize," "seizing," and "seized" may also be used to refer to the right of seizure. Each player may invoke right of seizure only once per game, and only when the previous conditions are met.
Upon invoking a seizure, the player must immediately purchase at least one unit with which to hold the square, or e may not seize the square. Said player may not be attacked and may not attack another player; these restrictions shall last until said player takes eir next turn following the seizure, or in failing to do so, after a period not to exceed 12 hours beyond the player's next scheduled turn. The player invoking the seizure may not receive any money as a result of seizing the aforementioned square.
A player may not invoke right of seizure if e cannot afford to purchase any unit or is prohibited from doing so for any reason.
All units owned by a player or players occupying a square targeted by right of seizure are said to be recalled.
If at any time a unit owned by a player is defeated by another player's unit, the victor shall receive 25% of the defeated unit's purchase cost. The amount received is rounded to the nearest whole dollar.
Building: Teleporter
Initial HP: 300
Attack: 0
Range: 0
Armor: 20
- Whenever a player is on a square containing a teleporter, they may pay $100 to the owner of the teleporter to jump to any square containing a Teleporter.
- Whenever a unit is on or adjacent to a square containing a teleporter, their player may pay $100 to the owner of the teleporter to jump to any square containg or adjacent to a Teleporter, as long as it would be a legal place to have that unit [ie, no other units or buildings can be present].
- A player does not pay anything to use their own teleporter.
Command: Build Teleporter
Can be issued to: SCV
Cool down time: 5 days
Effect: The player pays $700 and receives a Teleporter in the square containg the SCV.
This rule takes priority over Rule IX.3. (Rule IX.3 is: No proposal may make any reference to a characteristic of a player if that characteristic is immutable within the set of rules at the time the proposal is accepted, ignoring the fact that rules may change in the future.)
Le Roc is declared the winner of Nomopoly 4.
Rule IX.3 is removed from the game. (Rule IX.3 is: No proposal may make any reference to a characteristic of a player if that characteristic is immutable within the set of rules at the time the proposal is accepted, ignoring the fact that rules may change in the future.)
Le Roc is declared the winner of Nomopoly 4.
Name: Berserk
Can be issued to: Rber Ducky
Cool down time: 1 day
Effect: All players on the same square as the berserker lose one tenth of all their money to the Bank Account of Terror. All units and buildings on the same square as the berserker lose hit poits equal to the attack strength of the berserker. (This hits the berserker too!)
Every saturday at noon GMT -6, the Dark Lord, if possible, shall issue a Move Command to the Rber ducky, and moves it to a random square that the Rber Ducky could move to. Should the Rber Ducky occupy the same square as another unit, building, or player and not be cooling down, the Dark Lord will issue a Berserk Command to it.
If the Rber Ducky falls in battle, or is destroyed, or otherwise removed from the board, it returns to the Dimension of Evil. On saturday noon GMT -6, if there are any spaces unnoccupied by Units, it reappears at a random one.
Name: Berserk
Can be issued to: Rber Ducky
Cool down time: 1 day
Effect: All players on the same square as the berserker lose one tenth of all their money to the Bank Account of Terror. All units and buildings on the same square as the berserker lose hit poits equal to the attack strength of the berserker. (This hits the berserker too!)
Every saturday at noon GMT -6, the Dark Lord, if possible, shall issue a Move Command to the Rber ducky, and moves it to a random square that the Rber Ducky could move to. Should the Rber Ducky occupy the same square as another unit, building, or player and not be cooling down, the Dark Lord will issue a Berserk Command to it.
If the Rber Ducky falls in battle, or is destroyed, or otherwise removed from the board, it returns to the Dimension of Evil. On saturday noon GMT -6, if there are any spaces unnoccupied by Units, it reappears at one of them.
Unitification (Mark 3):
Remove rules VIII.1, VIII.2, and VIII.3
All players will be given a new property called moves which must always be a non-negative integer. Initially this will be set to 0. Every day at midnight GMT each player will be have their moves property increased by 1, provided their "State of Being" property is alive and they are not cooling down (see below). A player may only take a turn if their moves property is greater then 0, they are alive, and not presently cooling down (see below).
When a player takes a turn they select an adjacent square (as defined in proposal #19) or the square they currently occupy. They then move to that square, if they selected the square they currently occupy then they do not actually move anywhere, therefore this does not trigger any rules that are to take effect when a player enters a square, leaves a square, lands on a square, moves to a square, etc. A player may not move into a square that does not exist, nor may they move into a square occupied by another player or another player's unit or building.
If a player's move property is greater then 5 then they have their turn taken 5 times in a row, with the player selecting the square they currently occupy as their destination. Then they are fined $100 and their moves property is set to 0.
As this proposal is implemented all players (in a random order) will be moved to a randomly selected fort they control. If they do not own any forts then they will be moved to a randomly selected square with a unit they control. If they control no units they will be moved to a randomly selected square which is not occupied by another player, unit owned by another player, or building owned by another player. If no such squares exist the game will go into pause as per rule X.1. (I consider this event relatively unlikely.)
If a player's moves property is ever greater then 5 then they will immediately have their turn taken for them 5 times with their current square being selected as the square to move to. Then they will be fined $100 and their moves property will be set to 0.
If the Rber Ducky ever in his anger tries to push a player into a square occupied by another player, or another player's units or buildings, instead the Rber Ducky will disappear in a puff of logic, and be sent off back to the Dimension of Evil.
All players will be given two new properties called Hit Points (or HP) and Maximum Hit Points (or MaxHP). These properties must always be integers, if they ever are not integers they are rounded to the nearest integer, they may be negative. MaxHP will initially be equal to 300. HP will also initially be equal to 300. When a player gains a level their MaxHP and HP will be increased by 30. Whenever a player loses a level their MaxHP will be reduced by 30. If a player's HP is ever greater then their MaxHP then their HP is set to their MaxHP. If a players HP is ever less then 0 then they are dead, this rule takes precedence over any other rules setting state of being except for proposal 5. If a player's HP are greater then or equal to 0 and no other rule states that they should be dead then the player is alive.
A dead player may not take voluntary actions other then to vote on proposals created by Jeff. If after three days a player is still dead then the following will be done in this order:
1. If a player's level is 0 or less their level is set to 1 and their MaxHP is set to 300.
2. Their HP will be set to their MaxHP/2 and their moves property will be set to 0.
Players will here after be considered a special subgroup of the Unit framework. Thus they may be issued commands or be targets of other commands as per normal as with other units, though of course with some special restrictions. A player's Unit properties are as follows:
Name: overlaps with a players current name (these are the same property and may be used interchangeably in subsequent rules).
Initial hit points: Not Applicable, player's have their HP and MaxHP defined as above, though if any rule refers to Initial Hit Points on a unit the player's current MaxHP will be used in its place.
Attack Strength: equal to 5 + level
Attack Range: equal to level, but always at least 1 (even if their level is 0 or lower)
Armor: equal to 3+level
Speed: 10 (though players may not be issued the move command).
If a player's level or other properties change then these properties are updated accordingly.
Players may be issued the Attack command, but may not be issued the Move command.
If a player successfully deals damage (by issuing the attack command or a similar command to themselves) to another player's unit or building then the damaging player gains 1 experience. If they successfully deal damage to another player then they gain an additional 1 experience (2 total).
If a unit is at the same location as a building then that unit may not be the target of an attack command.
Unitification (Mark 2):
Remove rules VIII.1, VIII.2, and VIII.3
All players will be given a new property called moves which must always be a non-negative integer. Initially this will be set to 0. Every day at midnight GMT each player will be have their moves property increased by 1, provided their "State of Being" property is alive and they are not cooling down (see below). A player may only take a turn if their moves property is greater then 0, they are alive, and not presently cooling down (see below).
When a player takes a turn they select an adjacent square (as defined in proposal #19) or the square they currently occupy. They then move to that square, if they selected the square they currently occupy then they do not actually move anywhere, therefore this does not trigger any rules that are to take effect when a player enters a square, leaves a square, lands on a square, moves to a square, etc. A player may not move into a square that does not exist, nor may they move into a square occupied by another player or another player's unit/s (buildings are units).
If a player's move property is greater then 5 then they have their turn taken 5 times in a row, with the player selecting the square they currently occupy as their destination. Then they are fined $100 and their moves property is set to 0.
As this proposal is implemented all players (in a random order) will be moved to a randomly selected fort they control. If they do not own any forts then they will be moved to a randomly selected square with a unit they control. If they control no units they will be moved to a randomly selected square which is not occupied by another player or unit owned by another player. If no such squares exist the game will go into pause as per rule X.1. (I consider this event relatively unlikely.)
If a player's moves property is ever greater then 5 then they will immediately have their turn taken for them 5 times with their current square being selected as the square to move to. Then they will be fined $100 and their moves property will be set to 0.
All players will be given two new properties called Hit Points (or HP) and Maximum Hit Points (or MaxHP). These properties must always be integers, if they ever are not integers they are rounded to the nearest integer, they may be negative. MaxHP will initially be equal to 300. HP will also initially be equal to 300. When a player gains a level their MaxHP and HP will be increased by 30. Whenever a player loses a level their MaxHP will be reduced by 30. If a player's HP is ever greater then their MaxHP then their HP is set to their MaxHP. If a players HP is ever less then 0 then they are dead, this rule takes precedence over any other rules setting state of being except for proposal 5. If a player's HP are greater then or equal to 0 and no other rule states that they should be dead then the player is alive.
A dead player may not take voluntary actions other then to vote on proposals created by Jeff. If after three days a player is still dead then the following will be done in this order:
1. If a player's level is 0 or less their level is set to 1 and their MaxHP is set to 300.
2. Their HP will be set to their MaxHP/2 and their moves property will be set to 0.
Players will here after be considered a special subgroup of the Unit framework. Thus they may be issued commands or be targets of other commands as per normal as with other units, though of course with some special restrictions. A players Unit properties are as follows:
Name: overlaps with a players current name (these are the same property and may be used interchangeably in subsequent rules).
Initial hit points: Not Applicable, player's have their HP and MaxHP defined as above, though if any rule refers to Initial Hit Points on a unit the player's current MaxHP will be used in its place.
Attack Strength: equal to 5 + level
Attack Range: equal to level, but always at least 1 (even if their level is 0 or lower)
Armor: equal to 3+level
Speed: 10 (though players may not be issued the move command).
If a player's level or other properties change then these properties are updated accordingly.
Players may be issued the Attack command, but may not be issued the Move command.
If a player successfully deals damage (by issuing the attack command or a similar command to themselves) to another player's unit or building then the damaging player gains 1 experience. If they successfully deal damage to another player then they gain an additional 1 experience (2 total).
If a non-building unit is at the same location as a building then that unit may not be the target of an attack command.
I propose the addition of items called "orbs" to the game. Every Square whose number is divisible by 14 will have an "Orb Space", and any player who passes it will receive an orb at random based on rarity. In addition, all squares whose number is divisible by 8 will have an "Orb Shop". When on an Orb Shop, a player is given an option to buy one of 6 orbs chosen at random, based on rarity. A player will have a 60% chance of receiving a Common orb, a 30% chance of receiving an Uncommon orb, and a 10% chance of receiving a Rare orb. A player may only hold 6 orbs at a time. If a player passes over an Orb Space while they have 6 orbs, they do not receive an orb, and a player may never buy more orbs than they can hold.
The orbs are divided into a few categories.
The following orbs affect dice rolls or the player's turn. A player may only use one of these orbs a turn.
Mushroom Orb
Price: $200
Rarity: Common
Effect: A player may roll an additional die on their turn.
Gold Mushroom Orb
Price: $400
Rarity: Uncommon
Effect: A player may roll 2 additional dice on their turn.
Slow Mushroom Orb
Price: $250
Rarity: Uncommon
Effect: The player may choose a number from 2-12. They have a 80% chance of rolling that number on their dice roll.
Flutter Orb
Price: $800
Rarity: Rare
Effect: The player may jump to any Square they wish, instead of taking their normal turn.
Lakitu Orb
Price: $400
Rarity: Common
Effect: The player will jump to a random Square on the board, instead of taking their normal turn.
Triple Mushroom Orb
Price: $600
Rarity: Rare
Effect: The player will roll with an additional die on their turn for this turn and the following 2 turns.
Fireball Orb
Price: $500
Rarity: Uncommon
Effect: Take $100 from every player you pass this turn.
Flower Orb:
Price: $1000
Rarity: Rare
Effect: For every space you move past, you receive $50. You also ignore all "Roadblock" spaces.
Yoshi Egg Orb
Price: $1300
Rarity: Rare
Effect: Every Character Space or Roadblock Space you pass is removed from the board.
Boo Orb
Price: $1000
Rarity: Rare
Effect: After your dice roll, your movement amount is doubled, and you pass over every roadblock space without an effect. The Roadblock space remains where it is.
These orbs can be "thrown" to a space up to 5 spaces forward or back [and scrolling over the board, so a player on Square #2 can throw it to the last space of the board or what have you] to create a "Character Space" which will have an effect when a player lands on it. The effect lasts until it is replaced by another Character Space or Roadblock Space. Orbs will be marked with the player who placed them. When a player lands on a space where one of his orbs was placed, he receives $100.
Hammer Bros. Orb
Price: $250
Rarity: Common
Effect: When a player lands on it, they give the player who placed the Orb $200.
Piranha Plant Orb
Price: $2000
Rarity: Rare
Effect: When a player lands on it, they give the player who placed the Orb 1/8 of their money.
Spear Guy Orb
Price: $150
Rarity: Common
Effect: When a player lands on it, they randomly give the player who placed this Orb either $50, $100, $200, or $400.
Kamek Orb
Price: $400
Rarity: Uncommon
Effect: When a player lands on it, one of their orbs (at random) is given to the player who placed this Orb.
Toady Orb
Price: $200
Rarity: Common
Effect: The player randomly loses one of their Orbs. The player who placed this orb does not receive it.
Mr. Blizzard Orb
Price: $900
Rarity: Rare
Effect: The player who lands on it loses all their orbs.
The following orbs are "Roadblock Orbs". They are placed on a square, and when another player passes the square they are on, they take effect and then disappear from the square. So essentially, they work as the squares above but take place when they pass over it, not land on it, and they disappear after one use. They are removed when passed or when replaced by another Roadblock or Character Space.
Spiny Orb
Price: $400
Rarity: Common
Effect: The player who passes it loses $200.
Zap Orb
Price: $400
Rarity: Uncommon
Effect: The player who passes it will lose $50 for every space they pass after that space this turn.
Tweester Orb
Price: $300
Rarity: Uncommon
Effect: The player who passes it will randomly be moved to another square, and then finish their movement.
Thwomp Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it instantly ends their movement on that square.
Pipe Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it is moved back to where they started their movement this turn.
Unitification:
Delete rules VIII.1, VIII.2, and VIII.3
This rule works in conjunction with proposals 1 and 5.
All players will be given a new property called moves which must always be a non-negative integer. Initially this will be set to 0. Every day at midnight GMT each player will be have their moves property increased by 1. A player may only take a turn if their moves property is greater then 0.
When a player takes a turn they select a direction to move; one of: Up, Down, Left, Right, or Stay. If they select Up then they move to the square immediately above their current square. If they select Down they move to the square immediately below their current square. If they select Left they move to the square immediately to their left. If they select Right they move to the square immediately to the right of their current square. If they select Stay then they remain in the square they are currently in, they do not leave their current square, nor do they land on it. A player may not move such that they would move into a square that doesn't exist. (AKA you can't go down if you are on the lowest row of the board, you cannot go left if you are on the left most square of the board etc.) Further a player may not move into a square occupied by a building or unit controlled by an opponent. After successfully moving their moves property is decreased by 1.
If a player's move property is greater then 5 then they have their turn taken 5 times in a row, with "stay" being selected as the direction of movement. Then they are fined $100 and their moves property is set to 0.
All players will be given two new properties called Hit Points (or HP) and Maximum Hit Points (or MaxHP). These properties must always be integers, if they ever are not integers they are rounded to the nearest integer, they may be negative. MaxHP will initially be equal to 300. HP will also initially be equal to 300. When a player gains a level their MaxHP and HP will be increased by 30. Whenever a player loses a level their MaxHP will be reduced by 30. If a player's HP is ever greater then their MaxHP then their HP is set to their MaxHP. If a players HP is ever less then 0 then they are dead, this rule takes precedence over any other rules setting state of being except for proposal 5. If a player's HP are greater then or equal to 0 and no other rule states that they should be dead then the player is alive.
When a player dies (that is when they move from being alive to being dead, but not when they move from being dead to being alive) their moves property is set to 0. A dead player may not take their turn. A player whom is dead will not be allowed to vote on proposals with the exception of those created by Jeff. A dead player may not issue commands to units or use items. If after three days a player is still dead then the following will be done in this order:
1. If a player's level is less then 0 their level is set to 1 and their MaxHP is set to 300.
2. Then their HP will be set to their MaxHP/2.
Players will here after be considered a special subgroup of the Unit framework. Thus they may be issued commands or be targets of other commands as per normal as with other units, though of course with some special restrictions. A players Unit properties are as follows:
Name: equal to the player's name
Initial hit points: Not Applicable, player's have their HP and MaxHP defined as above, though if any rule refers to Initial Hit Points on a unit the player's current MaxHP will be used in its place.
Attack Strength: equal to 5 + level
Attack Range: equal to level, but always at least 1 (even if their level is 0 or lower)
Armor: equal to 3+level
Speed: Not Applicable, players move via taking turns not by being issued the move command.
If a player's level changes then these properties are updated accordingly.
Players may be issued the Attack command, but may not be issued the Move command.
If a player is in cool down they may not take their turn and they do not gain an increase to their move property at midnight like they otherwise would.
If a player successfully deals damage (by issuing the attack command or a similar command to the player) to another player's unit or building then that player gains 1 experience. If they successfully deal damage to another player's player unit then they gain an additional 1 experience (2 total).
If a non-building unit is at the same location as a building then that unit may not be the target of an attack command.
I propose the addition of items called "orbs" to the game. Every Square whose number is divisible by 14 will have an "Orb Space", and any player who passes it will receive an orb at random based on rarity.. In addition, all squares whose number is divisible by 8 will have an "Orb Shop". When on an Orb Shop, a player is given an option between 6 orbs chosen at random, based on rarity. They may only buy one of these orbs. A player will have a 60% chance of receiving a Common orb, a 30% chance of receiving an Uncommon orb, and a 10% chance of receiving a Rare orb. A player may only hold 6 orbs at a time. If a player passes over an Orb Space while they have 6 orbs, they do not receive an orb, and a player may never buy more orbs than they can hold.
The orbs are divided into a few categories.
The following orbs affect dice rolls or the player's turn. A player may only use one of these orbs a turn.
Mushroom Orb
Price: $200
Rarity: Common
Effect: A player may roll an additional die on their turn.
Gold Mushroom Orb
Price: $400
Rarity: Uncommon
Effect: A player may roll 2 additional dice on their turn.
Slow Mushroom Orb
Price: $250
Rarity: Uncommon
Effect: The player may choose a number from 2-12. They have a 80% chance of rolling that number on their dice roll.
Flutter Orb
Price: $800
Rarity: Rare
Effect: The player may jump to any Square they wish, instead of taking their normal turn.
Lakitu Orb
Price: $400
Rarity: Common
Effect: The player will jump to a random Square on the board, instead of taking their normal turn.
Triple Mushroom Orb
Price: $600
Rarity: Rare
Effect: The player will roll with an additional die on their turn for this turn and the following 2 turns.
Fireball Orb
Price: $500
Rarity: Uncommon
Effect: Take $100 from every player you pass this turn.
Flower Orb:
Price: $1000
Rarity: Rare
Effect: For every space you move past, you receive $50. You also ignore all "Roadblock" spaces.
Yoshi Egg Orb
Price: $1300
Rarity: Rare
Effect: Every Character Space or Roadblock Space you pass is removed from the board.
Boo Orb
Price: $1000
Rarity: Rare
Effect: After your dice roll, your movement amount is doubled, and you pass over every roadblock space without an effect. The Roadblock space remains where it is.
These orbs can be "thrown" to a space up to 5 spaces forward or back [and scrolling over the board, so a player on Square #2 can throw it to the last space of the board or what have you] to create a "Character Space" which will have an effect when a player lands on it. The effect lasts until it is replaced by another Character Space or Roadblock Space. Orbs will be marked with the player who placed them. When a player lands on a space where one of his orbs was placed, he receives $100.
Hammer Bros. Orb
Price: $250
Rarity: Common
Effect: When a player lands on it, they give the player who placed the Orb $200.
Piranha Plant Orb
Price: $2000
Rarity: Rare
Effect: When a player lands on it, they give the player who placed the Orb 1/8 of their money.
Spear Guy Orb
Price: $150
Rarity: Common
Effect: When a player lands on it, they randomly give the player who placed this Orb either $50, $100, $200, or $400.
Kamek Orb
Price: $400
Rarity: Uncommon
Effect: When a player lands on it, one of their orbs (at random) is given to the player who placed this Orb.
Toady Orb
Price: $200
Rarity: Common
Effect: The player randomly loses one of their Orbs. The player who placed this orb does not receive it.
Mr. Blizzard Orb
Price: $900
Rarity: Rare
Effect: The player who lands on it loses all their orbs.
The following orbs are "Roadblock Orbs". They are placed on a square, and when another player passes the square they are on, they take effect and then disappear from the square. So essentially, they work as the squares above but take place when they pass over it, not land on it, and they disappear after one use. They are removed when passed or when replaced by another Roadblock or Character Space.
Spiny Orb
Price: $400
Rarity: Common
Effect: The player who passes it loses $200.
Zap Orb
Price: $400
Rarity: Uncommon
Effect: The player who passes it will lose $50 for every space they pass after that space this turn.
Tweester Orb
Price: $300
Rarity: Uncommon
Effect: The player who passes it will randomly be moved to another square, and then finish their movement.
Thwomp Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it instantly ends their movement on that square.
Pipe Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it is moved back to where they started their movement this turn.
I propose the addition of items called "orbs" to the game. Every Square whose number is divisible by 14 will have an "Orb Space", and any player who passes it will receive an orb at random based on rarity.. In addition, all squares whose number is divisible by 16 will have an "Orb Shop". When on an Orb Shop, a player is given an option between 6 orbs chosen at random, based on rarity. They may only buy one of these orbs. A player will have a 60% chance of receiving a Common orb, a 30% chance of receiving an Uncommon orb, and a 10% chance of receiving a Rare orb. A player may only hold 6 orbs at a time. If a player passes over an Orb Space while they have 6 orbs, they do not receive an orb, and a player may never buy more orbs than they can hold.
The orbs are divided into a few categories.
The following orbs affect dice rolls or the player's turn. A player may only use one of these orbs a turn.
Mushroom Orb
Price: $200
Rarity: Common
Effect: A player may roll an additional die on their turn.
Gold Mushroom Orb
Price: $400
Rarity: Uncommon
Effect: A player may roll 2 additional dice on their turn.
Slow Mushroom Orb
Price: $250
Rarity: Uncommon
Effect: The player may choose a number from 2-12. They have a 80% chance of rolling that number on their dice roll.
Flutter Orb
Price: $800
Rarity: Rare
Effect: The player may jump to any Square they wish, instead of taking their normal turn.
Lakitu Orb
Price: $400
Rarity: Common
Effect: The player will jump to a random Square on the board, instead of taking their normal turn.
Triple Mushroom Orb
Price: $600
Rarity: Rare
Effect: The player will roll with an additional die on their turn for this turn and the following 2 turns.
Fireball Orb
Price: $500
Rarity: Uncommon
Effect: Take $100 from every player you pass this turn.
Flower Orb:
Price: $1000
Rarity: Rare
Effect: For every space you move past, you receive $50. You also ignore all "Roadblock" spaces.
Yoshi Egg Orb
Price: $1300
Rarity: Rare
Effect: Every Character Space or Roadblock Space you pass is removed from the board.
Boo Orb
Price: $1000
Rarity: Rare
Effect: After your dice roll, your movement amount is doubled, and you pass over every roadblock space without an effect. The Roadblock space remains where it is.
These orbs can be "thrown" to a space up to 5 spaces forward or back [and scrolling over the board, so a player on Square #2 can throw it to the last space of the board or what have you] to create a "Character Space" which will have an effect when a player lands on it. The effect lasts until it is replaced by another Character Space or Roadblock Space. Orbs will be marked with the player who placed them. When a player lands on a space where one of his orbs was placed, he receives $100.
Hammer Bros. Orb
Price: $250
Rarity: Common
Effect: When a player lands on it, they give the player who placed the Orb $200.
Piranha Plant Orb
Price: $2000
Rarity: Rare
Effect: When a player lands on it, they give the player who placed the Orb 1/8 of their money.
Spear Guy Orb
Price: $150
Rarity: Common
Effect: When a player lands on it, they randomly give the player who placed this Orb either $50, $100, $200, or $400.
Kamek Orb
Price: $400
Rarity: Uncommon
Effect: When a player lands on it, one of their orbs (at random) is given to the player who placed this Orb.
Toady Orb
Price: $200
Rarity: Common
Effect: The player randomly loses one of their Orbs. The player who placed this orb does not receive it.
Mr. Blizzard Orb
Price: $900
Rarity: Rare
Effect: The player who lands on it loses all their orbs.
The following orbs are "Roadblock Orbs". They are placed on a square, and when another player passes the square they are on, they take effect and then disappear from the square. So essentially, they work as the squares above but take place when they pass over it, not land on it, and they disappear after one use. They are removed when passed or when replaced by another Roadblock or Character Space.
Spiny Orb
Price: $400
Rarity: Common
Effect: The player who passes it loses $200.
Zap Orb
Price: $400
Rarity: Uncommon
Effect: The player who passes it will lose $50 for every space they pass after that space this turn.
Tweester Orb
Price: $300
Rarity: Uncommon
Effect: The player who passes it will randomly be moved to another square, and then finish their movement.
Thwomp Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it instantly ends their movement on that square.
Pipe Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it is moved back to where they started their movement this turn.
Define the term adjacent. Square A is said to be adjacent to Square B if Square A is located to the left, right, above, or below Square B on the board.
Command: Pledge Service to Dwayna
Can be issued to: Any unit
Cool down time: 1 day
Effect: The unit becomes a Monk. The player issuing this command must pay $250.
Command: Orison of Healing
Can be issued to: Monk
Cool down time: 2 days
Effect: Target unit, which must be located on an adjacent square to the Monk to which this command is being issued, has it's hit points raised by 5. If this would cause a unit to have more than the intial hit points specified for that unit type, that unit's hit points become the initial hit points instead.
Example: A Monk on Square 13 is issued the Orison of Healing command, targeting a Warrior on Square 8. The Warrior's hit points are increased by 5, to a maximum of 50.
I propose the addition of items called "orbs" to the game. Orbs can be purchased at any time for their listed price. In addition, every Square whose number is divisible by 14 will have an "Orb Space", and any player who passes it will receive an orb at random. The orb received will be based on it's rarity. A player will have a 60% chance of receiving a Common orb, a 30% chance of receiving an Uncommon orb, and a 10% chance of receiving a Rare orb. A player may only hold 6 orbs at a time. If a player passes over an Orb Space while they have 6 orbs, they do not receive an orb.
The orbs are divided into a few categories.
The following orbs affect dice rolls or the player's turn. A player may only use one of these orbs a turn.
Mushroom Orb
Price: $200
Rarity: Common
Effect: A player may roll an additional die on their turn.
Gold Mushroom Orb
Price: $400
Rarity: Uncommon
Effect: A player may roll 2 additional dice on their turn.
Slow Mushroom Orb
Price: $250
Rarity: Uncommon
Effect: The player may choose a number from 2-12. They have a 80% chance of rolling that number on their dice roll.
Flutter Orb
Price: $800
Rarity: Rare
Effect: The player may jump to any Square they wish, instead of taking their normal turn.
Lakitu Orb
Price: $400
Rarity: Common
Effect: The player will jump to a random Square on the board, instead of taking their normal turn.
Triple Mushroom Orb
Price: $600
Rarity: Rare
Effect: The player will roll with an additional die on their turn for this turn and the following 2 turns.
Fireball Orb
Price: $500
Rarity: Uncommon
Effect: Take $100 from every player you pass this turn.
Flower Orb:
Price: $600
Rarity: Uncommon
Effect: For every space you move past, you receive $50. You also ignore all "Roadblock" spaces.
Yoshi Egg Orb
Price: $700
Rarity: Rare
Effect: Every Player Space or Roadblock Space you pass is removed from the board.
Boo Orb
Price: $500
Rarity: Rare
Effect: After your dice roll, your movement amount is doubled, and you pass over every roadblock space without an effect. The Roadblock space remains where it is.
These orbs can be "thrown" to a space up to 5 spaces forward or back [and scrolling over the board, so a player on Square #2 can throw it to the last space of the board or what have you] to create a "Player Space" which will have an effect when a player lands on it. The effect lasts until it is replaced by another Orb. Orbs will be marked with the player who placed them. When a player lands on a space where one of his orbs was placed, he receives $100.
Hammer Bros. Orb
Price: $250
Rarity: Common
Effect: When a player lands on it, they give the player who placed the Orb $300.
Piranha Plant Orb
Price: $3000
Rarity: Rare
Effect: When a player lands on it, they give the player who placed the Orb 1/4 of their money.
Spear Guy Orb
Price: $150
Rarity: Common
Effect: When a player lands on it, they randomly give the player who placed this Orb either $50, $100, $200, or $400.
Kamek Orb
Price: $400
Rarity: Uncommon
Effect: When a player lands on it, one of their orbs (at random) is given to the player who placed this Orb.
Toady Orb
Price: $200
Rarity: Common
Effect: The player randomly loses one of their Orbs. The player who placed this orb does not receive it.
Mr. Blizzard Orb
Price: $700
Rarity: Rare
Effect: The player who lands on it loses all their orbs.
The following orbs are "Roadblock Orbs". They are placed on a square, and when another player passes the square they are on, they take effect and then disappear from the square. So essentially, they work as the squares above but take place when they pass over it, not land on it, and they disappear after one use.
Spiny Orb
Price: $200
Rarity: Common
Effect: The player who passes it loses $300.
Zap Orb
Price: $400
Rarity: Uncommon
Effect: The player who passes it will lose $100 for every space they pass after that space.
Tweester Orb
Price: $300
Rarity: Uncommon
Effect: The player who passes it will randomly be moved to another square, and then finish their movement.
Thwomp Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it instantly ends their movement on that square.
Pipe Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it is moved back to where they started their movement this turn.
I propose the addition of items called "orbs" to the game. Orbs can be purchased at any time for their listed price. In addition, every Square whose number is divisible by 14 will have an "Orb Space", and any player who passes it will receive an orb at random. The orb received will be based on it's rarity. A player will have a 60% chance of receiving a Common orb, a 30% chance of receiving an Uncommon orb, and a 10% chance of receiving a Rare orb. A player may only hold 6 orbs at a time. If a player passes over an Orb Space while they have 6 orbs, they do not receive an orb.
The orbs are divided into a few categories.
These orbs affect dice rolls or the player's turn:
Mushroom Orb
Price: $200
Rarity: Common
Effect: A player may roll an additional die on their turn.
Gold Mushroom Orb
Price: $400
Rarity: Uncommon
Effect: A player may roll 2 additional dice on their turn.
Slow Mushroom Orb
Price: $250
Rarity: Uncommon
Effect: The player may choose a number from 2-12. They have a 80% chance of rolling that number on their dice roll.
Flutter Orb
Price: $800
Rarity: Rare
Effect: The player may jump to any Square they wish, instead of taking their normal turn.
Lakitu Orb
Price: $400
Rarity: Common
Effect: The player will jump to a random Square on the board, instead of taking their normal turn.
Triple Mushroom Orb
Price: $600
Rarity: Rare
Effect: The player will roll with an additional die on their turn for this turn and the following 2 turns.
Fireball Orb
Price: $500
Rarity: Uncommon
Effect: Take $100 from every player you pass this turn.
Flower Orb:
Price: $600
Rarity: Uncommon
Effect: For every space you move past, you receive $50. You also ignore all "Roadblock" spaces.
Yoshi Egg Orb
Price: $700
Rarity: Rare
Effect: Every Player Space or Roadblock Space you pass is removed from the board.
Boo Orb
Price: $500
Rarity: Rare
Effect: After your dice roll, your movement amount is doubled, and you pass over every roadblock space without an effect. The Roadblock space remains where it is.
These orbs can be "thrown" to a space up to 5 spaces forward or back [and scrolling over the board, so a player on Square #2 can throw it to the last space of the board or what have you] to create a "Player Space" which will have an effect when a player lands on it. The effect lasts until it is replaced by another Orb. Orbs will be marked with the player who placed them. When a player lands on a space where one of his orbs was placed, he receives $100.
Hammer Bros. Orb
Price: $250
Rarity: Common
Effect: When a player lands on it, they give the player who placed the Orb $300.
Piranha Plant Orb
Price: $3000
Rarity: Rare
Effect: When a player lands on it, they give the player who placed the Orb 1/4 of their money.
Spear Guy Orb
Price: $150
Rarity: Common
Effect: When a player lands on it, they randomly give the player who placed this Orb either $50, $100, $200, or $400.
Kamek Orb
Price: $400
Rarity: Uncommon
Effect: When a player lands on it, one of their orbs (at random) is given to the player who placed this Orb.
Toady Orb
Price: $200
Rarity: Common
Effect: The player randomly loses one of their Orbs. The player who placed this orb does not receive it.
Mr. Blizzard Orb
Price: $700
Rarity: Rare
Effect: The player who lands on it loses all their orbs.
The following orbs are "Roadblock Orbs". They are placed on a square, and when another player passes the square they are on, they take effect and then disappear from the square. So essentially, they work as the squares above but take place when they pass over it, not land on it, and they disappear after one use.
Spiny Orb
Price: $200
Rarity: Common
Effect: The player who passes it loses $300.
Zap Orb
Price: $400
Rarity: Uncommon
Effect: The player who passes it will lose $100 for every space they pass after that space.
Tweester Orb
Price: $300
Rarity: Uncommon
Effect: The player who passes it will randomly be moved to another square, and then finish their movement.
Thwomp Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it instantly ends their movement on that square.
Pipe Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it is moved back to where they started their movement this turn.
I propose the addition of items called "orbs" to the game. Orbs can be purchased at any time for their listed price. In addition, every Square whose number is divisible by 12 will have an "Orb Space", and any player who passes it will receive an orb at random. The orb received will be based on it's rarity. A player will have a 60% chance of receiving a Common orb, a 30% chance of receiving an Uncommon orb, and a 10% chance of receiving a Rare orb. A player may only hold 5 orbs at a time.
The orbs are divided into a few categories.
These orbs affect dice rolls or the player's turn:
Mushroom Orb
Price: $200
Rarity: Common
Effect: A player may roll an additional die on their turn.
Gold Mushroom Orb
Price: $400
Rarity: Uncommon
Effect: A player may roll 2 additional dice on their turn.
Slow Mushroom Orb
Price: $250
Rarity: Uncommon
Effect: The player may choose a number from 2-12. They have a 80% chance of rolling that number on their dice roll.
Flutter Orb
Price: $900
Rarity: Rare
Effect: The player may jump to any Square they wish, instead of taking their normal turn.
Lakitu Orb
Price: $400
Rarity: Common
Effect: The player will jump to a random Square on the board, instead of taking their normal turn.
Triple Mushroom Orb
Price: $1000
Rarity: Rare
Effect: The player will roll with an additional die on their turn for this turn and the following 2 turns.
Fireball Orb
Price: $500
Rarity: Uncommon
Effect: Take $100 from every player you pass this turn.
Flower Orb:
Price: $600
Rarity: Uncommon
Effect: For every space you move past, you receive $50. You also ignore all "Roadblock" spaces.
Yoshi Egg Orb
Price: $700
Rarity: Rare
Effect: Every Player Space or Roadblock Space you pass is removed from the board.
Boo Orb
Price: $500
Rarity: Rare
Effect: After your dice roll, your movement amount is doubled, and you pass over every roadblock space without an effect.
These orbs can be "thrown" to a space up to 5 spaces forward or back [and scrolling over the board, so a player on Square #2 can throw it to the last space of the board or what have you] to create a "Player Space" which will have an effect when a player lands on it. The effect lasts until it is replaced by another Orb. Orbs will be marked with the player who placed them. When a player lands on a space where one of his orbs was placed, he receives $100.
Hammer Bros. Orb
Price: $250
Rarity: Common
Effect: When a player lands on it, they give the player who placed the Orb $300.
Piranha Plant Orb
Price: $3000
Rarity: Rare
Effect: When a player lands on it, they give the player who placed the Orb 1/4 of their money.
Spear Guy Orb
Price: $200
Rarity: Common
Effect: When a player lands on it, they randomly give the player who placed this Orb either $50, $100, $200, or $400.
Kamek Orb
Price: $400
Rarity: Uncommon
Effect: When a player lands on it, one of their orbs changes owners to the player who placed this Orb.
Toady Orb
Price: $200
Rarity: Common
Effect: The player randomly loses one of their Orbs. The player who placed this orb does not receive it.
Mr. Blizzard Orb
Price: $600
Rarity: Rare
Effect: The player who lands on it loses all their orbs.
The following orbs are "Roadblock Orbs". They are placed on a square, and when another player passes the square they are on, they take effect and then disappear from the square. So essentially, they work as the squares above but take place when they pass over it, not land on it, and they disappear after one use.
Spiny Orb
Price: $200
Rarity: Common
Effect: The player who passes it loses $100.
Zap Orb
Price: $250
Rarity: Common
Effect: The player who passes it will lose $100 for every space they pass after that space.
Tweester Orb
Price: $300
Rarity: Uncommon
Effect: The player who passes it will randomly be moved to another square, and then finish their movement.
Thwomp Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it instantly ends their movement on that square.
Pipe Orb
Price: $200
Rarity: Uncommon
Effect: The player who passes it is moved back to where they started their movement this turn.
The "Make it hard to break the game rule!":
When you perform an action you may not select a negative number unless the rule you are using specifically states you may select a negative number.
Similarly, when performing an action you may not select a fraction unless the rule specifically states you may select a fraction.
You may create proposals with negative numbers or fractions without restrictions.
A player may not take the same voluntary action more then 10 times in a given 24 hour period. By this I mean you may not invoke the same action more then 10 times in a given 24 hour period, even if you give different parameters to that action. For example I could create and retract 10 proposals in a day, but not 11 even if each of the proposals are different.
No single action by any player may cause any player to gain or lose more then $10 000.
Each player is given a new property called "Winning Time", which is a time property (tracking days, hours, minutes, and seconds). Initially set to 0 days, 0 hours, 0 minutes, 0 seconds. When any other rule states that a player should win the game then instead of the game ending and that player winning they will instead begin to gain time or their "Winning Time" property at a rate of 1 second per second (when they have accrued 60 seconds then they gain 1 minute and their seconds is reset to 0, etc, much like a normal clock). If the condition that meant that that player was winning the game ceases to be true then their "Winning Time" property stops increasing and is set back to 0 days, 0 hours, 0 minutes, 0 seconds. If a players "Winning Time" property ever is greater then or equal to 7 days then that player is Declared the Winner and the game ends.
Unless I have made a mistake in my implementation this means that a player will need to "win" the game and hold onto it for a period of 1 week in order to win.
All players will get three additional properties: Experience, Level and State of Being.
Experience is a non-negative integer and initially zero.
Level is an integer and initially one.
State of Being is either dead or alive and initially alive.
If at any time a player has got an amount of Experience equal to or exceeding |Level|*10 then his Experience is decreased by |Level|*10 and his Level is increased by one.
Only exception is if a player's Level is zero then the number '|Level|*10' in the above description is replaces by '1'.
Here '|Level|' denotes the absolut value of Level it is equal to 'Level' for non-negative values of 'Level' and equal to '-Level' for negative values of 'Level'. Hence the absolut value is non-negative at any time.
Every time a player successfully takes a turn he gaines one Experience.
If at any time Experience or Level should become a non-integer it will be rounded down to the nearest integer.
If a player has negative Experience his Expererience is set to zero and his Level is decreased by one.
A players who's Level is equal or less than zero becomes dead. This takes preceedence over any other rule changing the State of Being of a player.
If a player's Level is greater than zero and he doesn't become dead by any other rule, his State of Being is alive.
If a player is dead, he may not make any proposals or retract proposals made by him.